User:Geist/Morrowind Weapon Tests

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What's this?[edit]

This is a project that attempts to provide definitive answers to questions about the quality of weapons, such as:

  • What's the best weapon in the game?
  • Is x weapon better than y or z?
  • How good is x weapon?

by providing objective data obtained from ingame tests. It's a work in progress, and more weapons are planned to be added in the future. The numbers here are for Morrowind only. OpenMW does not accurately emulate melee/ranged combat mechanics as of 2024.

How are these tests performed?[edit]

A total of 14 different enemy types that are commonly encountered in endgame areas are spawned and fought, while the time to kill them is measured. Most enemies have their health increased via console command to make it easier to acquire accurate results. Every enemy type has 10 recorded kills to reduce RNG to a reasonable minimum. Before measurements are taken, some time is spent experimenting with each weapon trying to figure out how to achieve optimal DPS, for example what attacks to use or how long exactly you have to charge an attack for the best practical results.

Tests are performed on the PC version with MGE XE, MCP and no mods that alter gameplay. All MCP features that affect gameplay, such as changes to Absorb or Disintegrate, have been disabled. Questionable behaviours, such as the minimum damage, charging speed, animations or reflectable melee hits have been double-checked in a 100% vanilla install on Steam.

What are the rules?[edit]

  1. Only premade equipment is used, for two reasons: First, self-enchanted items are way too powerful, and second, using them would increase the scope of this project to unreasonable levels.
  2. 120 Strength is used instead of 135 because it doesn't take too long to get and most characters should have this much for the majority of their playthroughs.
  3. Keening is used with 100 Strength instead of 120, because you need to downgrade the Fist of Randagulf Right Gauntlet to Wraithguard to wear it and Sunder safely, but Keening lacks Sunder's 20 Strength bonus to make up for that loss.
  4. Weapons are repaired at specific points to give meaning to durability. Weapons that failed the durability test are marked as such and should be considered a bit weaker than other weapons near them.
  5. Enchanted weapons always have charges, unless their maximum is very low (<50). Akatosh's Ring to reach 110 Enchant is used for those weapons that require it.
  6. For ranged weapons, the best projectiles that can be acquired in unlimited quantities are used.

Observations[edit]

  • The effective minimum damage of some weapons is higher than what is listed on the tooltip. I found it impossible to reach the listed numbers with the tested weapons, even when using a macro to hold down a click for the minimum possible time of 1ms. When clicking manually, as should be the case during normal gameplay, the lowest reachable numbers were quite a bit higher in some cases: Chrysamere - 11 (chop), Bound/Daedric Spear - 12 (thrust), Sunder - 18 (chop), Spear of Bitter Mercy - 24 (thrust), Mace of Aevar Stone-Singer - 37 (slash), Spear of the Hunter - 44 (thrust). Without actively trying, the lowest numbers are higher still, which can make spam-clicking minimum attacks against low health enemies extremely effective. The Bound Spear, for example, averages to around ~14 minimum damage while the Spear of Bitter Mercy goes up to ~30. With the damage modifier from strength, this is enough to one-shot many low level enemies.
  • Animations do not accurately coincide with damage range. Some weapons (e.g. Mace of Aevar Stone-Singer, Trueflame, Spears, Bows) can hit for their maximum damage or close to it before the animation is complete, while others (e.g. Fang of Haynekhtnamet, japanese one-handed weapons including Gold-/Eltonbrand) haven't reached their maximum damage until a while after the animation is complete. This can make affected weapons significantly better or worse than paper numbers or animations suggest.
  • Some weapons use animations that do not match the charging speed for their attacks. Sunder takes around 1 second to reach maximum damage (the same as Mace of Aevar Stone-Singer) but uses animations that grant its swings a much faster startup, release and lower delay. Frostgore is the opposite, with a charging speed on par with the fastest Short Blades, but uses very slow animations.
  • Some weapons can have variable/inconsistent attack speed. Little is known about this mysterious behaviour. A theory is that player view direction and/or framerate can cause animation cancel during the recovery frames of the weapons' animation.
  • Enchantments that are set "on Touch" will cast the corresponding spell, whose hitbox differs from those used by weapons. When hitting an enemy with a weapon, the spell is triggered but can still physically miss. Easily observable when using spears, but against certain creatures (e.g. Mudcrabs, Verminous Fabricants) the range of the enchantment is significantly shorter than even the shortest weapons.
  • The melee attacks of weapons that have an "on Target" enchantment can be reflected as long as the weapon has enough charges to trigger the spell. Not only does this make using such weapons against anything with a significant amount of Reflect a miserable experience, it can also trigger what appears to be a variant of the Soultrap glitch if the weapon has other effects (e.g. Light of Day), which will permanently brick your character with effects that cannot be removed by any known means, including the console.
  • Enemies can still be knocked down while they are paralyzed. Besides receiving 50% increased physical damage, knocked down enemies can be identified by the message box with their name above them. This message box can usually only be seen out of combat and is otherwise hidden, unless the enemy is knocked down.
  • Winterwound Dagger and Mehrunes' Razor crash the game when they break a piece of armor, but the Daedric Crescent does not.

Results[edit]

TTK = Time to kill in seconds, weighted average of 140 measured kills per weapon

Rank Weapon TTK Type Grip Enchantable Attack Charge Notes
1 Dwarven Dart 4.19 Marksman 1h yes best max Farmable in Bamz-Amschend
2 Mace of Aevar Stone-Singer 6.63 Blunt Weapon 1h no best max Longer reach, max damage is early, deals double damage against werewolves
3 Hopesfire 7.22 Long Blade 1h no best min
4 Gravedigger 7.30 Long Blade 2h no best max
5 Spear of the Hunter 7.34 Spear 2h no best min Charged attacks are almost equal, but much harder to reliably achieve max DPS with
6 Sunder 8.31 Blunt Weapon 1h no best max Max damage is late
7 Nordic Silver Battleaxe (Heart-Fang) 8.66 Axe 2h no best max Strongest weapon enchantment in the game, deals double damage against werewolves
8 Trueflame 8.73 Long Blade 1h no best max Max damage is early, chop is slightly better (8.32) but not useful in practice
9 Spear of Bitter Mercy 8.88 Spear 2h no best max Max damage is early
10 Eltonbrand 9.03 Long Blade 1h no best max Max damage is late
11 Bound / Daedric Battle Axe 9.24 Axe 2h no / yes best max
12 Veloth's Judgement 9.30 Blunt Weapon 2h no best max Knockdowns for days
13 Fang of Haynekhtnamet 9.33 Short Blade 1h no best max Max damage is late
14 King's Oath 9.59 Long Blade 2h no best max
15 Chrysamere 10.13 Long Blade 2h no best max
16 Stalhrim Longsword of Flame 10.20 Long Blade 1h no best max Max damage is late
17 Daedric Warhammer 10.37 Blunt Weapon 2h yes best max
18 Goldbrand 10.83 Long Blade 1h no best max Max damage is late
19 Stalhrim Longsword 11.04 Long Blade 1h yes best max Max damage is late
20 Daedric Dai-katana 11.43 Long Blade 2h yes best max
21 BiPolar Blade 11.47 Long Blade 2h no best max Hitting calmed NPCs counts as a crime
22 Ice Blade of the Monarch 11.55 Long Blade 2h no best max
23 Daedric Claymore 11.63 Long Blade 2h yes best max
24 Skull Crusher 11.94 Blunt Weapon 1h no best max
25 Goblin Club* 11.96 Blunt Weapon 1h yes best max Max damage is late, crippling low durability
26 Her Ebony Scimitar 11.97 Long Blade 1h no best max
27 Daedric Crescent 12.14 Long Blade 2h no best max
28 Silver Staff of Paralysis* 12.21 Blunt Weapon 2h no best max Crippling low durability, deals double damage against werewolves
29 Shadowsting 12.41 Long Blade 1h no best max On Target enchantment - melee attacks can be reflected
30 Adamatium Axe 12.88 Axe 2h yes best max Normal weapon - needs to be enchanted to bypass resistance
31 Umbra Sword 13.42 Long Blade 2h no best max
32 Stalhrim Mace 14.11 Blunt Weapon 1h yes best max Slightly longer reach
33 Daedric Katana 14.66 Long Blade 1h yes best max Max damage is late
34 Bound / Daedric Longsword 14.75 Long Blade 1h no / yes best max
35 Nordic Silver Battleaxe 15.02 Axe 2h yes best max Deals double damage against werewolves
36 Ebony Scimitar 15.05 Long Blade 1h yes best max
37 Silver Sword of Paralysis* 15.30 Long Blade 1h no best max Low durability, deals double damage against werewolves
38 Bound Spear 15.34 Spear 2h no best max Max damage is early, relatively low durability
39 Stormforge 15.35 Spear 2h no best max Max damage is early, relatively low durability
40 Sixth House Bell Hammer 15.48 Blunt Weapon 2h yes best max Normal weapon - needs to be enchanted to bypass resistance
41 Daedric Spear 15.81 Spear 2h yes best max Max damage is early, relatively low durability
42 Daedric War Axe 15.85 Axe 1h yes best max
43 Nordic Axe of Paralysis 16.20 Axe 1h no best max Deals double damage against werewolves
44 Ebony Shortsword 16.68 Short Blade 1h yes best min Attack speed fluctuating between 1.35 and 2 (depending on view?), relatively low durability
45 Berserker Silver Battleaxe 17.06 Axe 2h no best max On Target enchantment - melee attacks can be reflected, deals double damage against werewolves
46 Scourge 17.32 Blunt Weapon 1h no best max
47 Last Rites 17.70 Axe 2h no best max On Target enchantment - melee attacks can be reflected
48 Stalhrim War Axe 18.15 Axe 1h yes best max Max damage is late
49 Silver Axe of Paralysis* 18.22 Axe 1h no best max Low durability, deals double damage against werewolves
50 Mace of Molag Bal 18.39 Blunt Weapon 1h no best max
51 Magebane / Glass Claymore 18.59 Long Blade 2h no / yes best max Low Durability
52 Black Hands Dagger 18.62 Short Blade 1h no best max Max damage is late, high charge usage (110 Enchant), relatively low durability
53 Cleaver of St. Felms / Ebony War Axe 19.19 Axe 1h no / yes best max
54 Mehrunes' Razor* 19.54 Short Blade 1h no best min High charge usage (110 Enchant), low durability, crashes the game when breaking armor
55 Winterwound Dagger 19.56 Short Blade 1h no best min High charge usage (110 Enchant), low durability, crashes the game when breaking armor
56 Daedric Wakizashi 19.81 Short Blade 1h yes best max Max damage is late, relatively low durability
57 Flawed Dwemer Jinksword 21.11 Short Blade 1h no chop min Attack speed influenced by framerate?, low durability, higher attack speed than slash
58 Dagger of Symmachus 21.32 Short Blade 1h no best min Attack speed influenced by framerate?
59 Stormfang 22.09 Long Blade 2h no best max Relatively low durability, on Target enchantment - melee attacks can be reflected
60 Daedric Mace 22.11 Blunt Weapon 1h yes best max
61 Daedric Shortsword 23.40 Short Blade 1h yes best max Max damage is late, relatively low durability
62 Trebonius' Staff 23.88 Blunt Weapon 2h no best max On Target enchantment - melee attacks can be reflected, low durability, Real Life Blind 100% on Self
63 Frostgore* 23.99 Short Blade 1h no best max Max damage is early, high charge usage (110 Enchant), crippling low durability
64 Bound Dagger* 24.29 Short Blade 1h no best min Low durability
65 Daedric Tanto 25.81 Short Blade 1h yes chop min Max damage is late, relatively low durability, higher attack speed than slash
66 Stalhrim Dagger 26.33 Short Blade 1h yes chop min Low durability, higher attack speed than slash
67 Light of Day 27.75 Blunt Weapon 1h no best max Triggers soultrap glitch - DO NOT USE AGAINST REFLECTIVE ENEMIES, max damage is late, on Target enchantment - melee attacks can be reflected, relatively low durability
68 Keening (100 str) 28.71 Short Blade 1h no best min Relatively low durability
69 Soul Drinker / Daedric Dagger* 34.87 Short Blade 1h no / yes chop min Low durability, around 20% higher attack speed than slash
70 Daedric Club 36.54 Blunt Weapon 1h yes best min Relatively low durability
71 Hand-to-hand (skill 120) 197.65 Hand-to-hand 2h no best max Max damage is early, yes it's that bad, no it's not secretly OP, sorry
 ? Sunder (jury rig) 7.54 Blunt Weapon 1h no best max Costs 200-something permanent max health and certain parts of the main quest, unless you want to be stuck lugging around a second Wraithguard that doesn't even work but needs to be carried anyway for the other one to do its job
 ? Keening (jury rig) 25.26 Short Blade 1h no best min

* = failed durability test

Charts[edit]

User-Geist-Morrowind-Weapon-Tests-Comparison.png


Used Equipment[edit]

Used Equipment Possible Alternatives Notes
Helm of Oreyn Bearclaw No competitor.
Necromancer's Amulet Hunter's Amulet of Strength Hunter's Amulet is strictly better for combat but perhaps inferior for general gameplay, and acquired too late to be considered competitive. Also prevents you from getting the spear.
Glass Left Pauldron Daedric Left Pauldron Glass over Daedric because lower encumbrance feels more beneficial than higher armor rating.
Glass Right Pauldron Daedric Right Pauldron
Ebony Mail No competitor. Cuirass of Savior's Hide may be considered for Altmer to be reflect-immune against Magicka.
Fist of Randagulf Left Gauntlet Her Hand's Left Gauntlet 5 Strength is generally better than 20 Agility (above 100), but rarely lowers the number of hits required for a kill by itself.
Fist of Randagulf Right Gauntlet Wraithguard (only if required) Right Fist of Randagulf is hands down the best for everything. Nothing else can compete with 20 Strength.
Daedric Greaves (Therana) Daedric Greaves with an effective weight of 4. No competitor.
Boots of the Apostle Glass Boots, Her Hand's Boots,
Boots of Blinding Speed
Saving even more encumbrance, minor boost to Agility doesn't seem worth the additional weight.
The Boots of Blinding Speed are generally incredibly overpowered, but make it harder to move indoors and break quickly in combat.
(no shirt) Saving encumbrance by not wearing a shirt. Royal Signet Ring makes Mara's Blouse redundant.
Tailored Trousers Only pants in the game with a constant effect enchantment.
(no skirt) No skirt with a useful enchantment in the game. Saving encumbrance by not wearing one.
Ralen Family Belt Belt of Orc Strength Only belt in the game with a constant effect enchantment.
Redas Robe of Deeds Whitewalker Redas Robe is -47 encumbrance. Whitewalker's 50 Chameleon equals 40 Agility worth of evasion. Also a stylistic choice.
Ring of the Wind Akatosh's Ring (if required) Surprisingly there is no ring in the game with an offensive constant effect enchantment.
Royal Signet Ring No competitor. It enables the use of Paralyze weapons and allows switching out multiple other pieces of equipment for more beneficial alternatives.
Darksun Shield Eleidon's Ward, Ward of Akavir Darksun Shield is partially made redundant by the Royal Signet Ring, but Night Eye and Restore Fatigue (with very heavy weapons) can still be useful.
Ward of Akavir can be considered for its minor enchantment when using two-handed weapons, but will break when used for blocking due to low durability.

Notes[edit]

  • During regular gameplay, slow/hard hitting weapons should perform better than in these tests, because you can begin to charge your swing when you see an enemy, before they reach you. Releasing a fully charged swing when an enemy enters melee range grants you a "free" extra swing at time 0, minus the recovery animation.
  • The DPS is measured in 1v1 combat. Weapons with long lasting damage enchantments (anything higher than the swing speed of the weapon, so basically anything above 1s) will perform better when fighting multiple enemies at once, as you can hit the next enemy while the enchantment keeps working on the previous one, without overwriting it as is the case when fighting a single enemy.